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SUCCESS BY IMPLEMENTING GAMIFICATION

“50% OF COMPANIES THAT SEEK FUNDING FOR TRAINING TECHNOLOGIES MENTION GAME DESIGN”

AUTODESK
Raised trial usage by 40% and conversion rates by 15% (source:Huffington Post).

CISCO
Used gaming strategies to enhance its virtual global sales meeting and call center company and reduced call time by 15% and improved sales between 8% and 12% (source: Deloitte Review).

DELOITTE
Training programs using Gamification took 50% less time to complete and kept more student involved than ever before (source: Huffington Post).

DEVHUB
A place for Web developers, added gaming feedback and watched in awe as the percentage of users who finished their sites shot up from 10% to 80% (source: Forbes).

EXTRACO BANK
Raised their customer acquisition by 700% (source: Huffington Post).

JOIZ
A Swiss television network, increased sharing by 100% and social referral traffic by 54% with social infrastructure and gamification technology (source:Gigya).

NIKE
Used gamified feedback to drive over 5,000,000 to beat their personal fitness goals every day of the year (source: Huffington Post).

LAWLEY INSURANCE
Ran a 2-week contest to clean up its sales pipeline and, during that time, generated the same number of activities as had been created in the prior 7.5 months (source: Level Eleven).

MARKETO
Layered Badgeville games on their community and 67% more engagement, 51% more active members and 10% more engagements per member (source: Badgeville).

NEXTJUMP
Used gamification to get 67% of their employees into the gym (source: Huffington Post).

POPCHIPS
Has seen its sales rise 40% this year and its 2012 sales could top $100 million. Popchips are using games as a way to personalize mobile advertising and overcome user resistance to ads on their smartphones and tablet computers (Souce: USA Today).

PLAYBOY
In its Miss Social game, saw 85% of users play more than once, 50% return the following month and a 60% increase in monthly revenue (source:TNS Brand Equity Center).

RECYCLE BANK and OPOWERL
Increased recycling by 20% and reduced carbon emissions, helping to save the planet with gamified designs.

SPOTIFY and LIVING SOCIAL
Replaced annual reviews with a mobile, gamified solution — over 90% of employees participated voluntarily (source: Huffington Post).

USA NETWORK
Saw a 130% jump in page views and a 40% increase in return visits  with the Club Psych game (source: Entrepreneur).

VERIZON
Users spend over 30% more time on-site with social login games versus a regular site login, The site experienced more than 15% more page views (source: Entrepreneur).

 

 

 

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